precision mediump float;

varying vec2 vTextureCoord;
varying vec3 vLightWeighting;

uniform sampler2D uSampler;

void main(void){
    vec4 textureColor=texture2D(uSampler,vec2(vTextureCoord.s,vTextureCoord.t));
    gl_FragColor=vec4(textureColor.rgb*vLightWeighting,textureColor.a);
}